Time and Movement
Everything takes time, and time takes everything.
This section is devoted to uncombat time and uncombat movement. Time and movement in tactical combat are particular and consume real-time minutes.
When using tactical combat, time takes place in 2-second chunks called units and movement is recorded using tokens and hexagon covered mats. This meticulous time and space keeping is part and parcel of the tactical combat rules. Half a minute of game time could take hours of real-time to work through.
Non-combat time and movement are entirely the opposite. The expedition could have a month of game time pass by in an instant of real-time. A few months of space travel could pass as quickly as the bowl of chips across the game table.
When persona lives are not on the line, game time passes as a convenience. What gets accomplished is monitored qualitatively. A research team could try to upgrade a vehicle system. A nomad could spend time befriending and training a new alien friend. A datalyzer could sum ten thousand prime numbers to the power of eleven. A mercenary could heal her injuries and return her HPS back to full. Any of these things could take place in an instant with a single Task Roll.
Unnecessary Time Table
| When seconds just aren’t good enough. | ||
|---|---|---|
Title |
Game Time |
Real Time |
Unit |
1 unit |
2 sec. |
Melee |
5 units |
10 sec. |
Turn |
30 units |
1 min. |
Decaturn |
300 units |
10 min. |
Hour |
1800 units |
1 hour |
Day |
43200 units |
1 day |
Week |
302400 units |
1 week |
Month |
1296 K units |
1 month |
Year |
15552 K units |
1 year |
Decade |
155520 K units |
10 years |
Century |
1555200 K units |
100 years |
Millennium |
15552000 K units |
1000 years |
Eon |
1.6 x 10^16 units |
1 billion years |
Title |
Game Time |
Real Time |